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 Forum index » Modding Central » Tiberian Sun Editing Forum » HyperPatch
Feature List for Release
Moderators: Global Moderators, HyperPatch Moderators, CCHyper
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun May 02, 2010 5:55 pm    Post subject:   Feature List for Release
Subject description: Features that i plan to be present in HyperPatch
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Version 1.00

Note: These are all planned, and features could be removed at any time, nothing confirmed!

    * - Sonic Beam Drawing Code Fixed
    * - First Decade and Free TS Support
    * - Game Log Dumping (Old Westwood Testing Feature)
    * - Weapon.WallAbsoluteDestroyer, see Here
    * - Anim.Palette, allowing custom palettes per AnimType.
    * - Techno.CameoPalette, allowing custom palettes per cameo on the sidebar
    * - Two sets of clones of the orignal SuperWeaponTypes
    * - More SuperWeaponTypes controls, like controlling map lighting
    * - New SuperWeaponTypes:
      * - Meteor Storm SuperWeapon
      * - GPS Reveal SuperWeapon
      * - Ion Storm SuperWeapon
      * - Power Up SuperWeapon
      * - Animation SuperWeapon
      * - Particle SuperWeapon
      * - Credits SuperWeapon
      * - Overcharge SuperWeapon
    * - Shake Screen Controls on WeaponTypes, BuildingTypes, UnitType and for Bridge Destruction
    * - Dump Map Keyboard Command
    * - Zoom In/Out Keyboard Command
    * - Tiberium Spikes
    * - Various new CrateTypes
    * - Techno.RequiredTheater
    * - Customizable Stealth Transition Sounds
    * - Customizable Gate Up/Down Sounds
    * - Customizable Dig In/Out Sounds, as well as the AnimType
    * - Water Transition Images for UnitTypes
    * - Unit.WakeAnim
    * - Infantry.BezerkAllowed
    * - Jumpjet Controls moved to TechnoTypes
    * - Hover Controls moved to TechnoTypes
    * - Levitation Controls moved to TechnoTypes
    * - Expanded 100 TechnoType bug
    * - Warhead.EMPSparkles
    * - More Armors
    * - Unit.ForceSellable
    * - Bullet.BallisticScatter
    * - Mouse shown on Drop Ship Loadout Menu, with "Deploy!" Button
    * - Techno.CrewType
    * - Techno.VoiceDeploy
    * - Techno.VoiceUndeploy
    * - TeslaCharge & Zap to WeaponTypes
    * - MOVIES.INI, addition of movies without editing ART.INI
    * - New conditions for AITriggerTypes
    * - Custom Unloading Harvester per UnitType

Future Versions
    * - Load of custom HouseType settings
    * - Fix for various AI things, like BuildConst

Last edited by CCHyper on Fri Jul 06, 2012 9:02 am; edited 1 time in total

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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Thu Jun 24, 2010 8:35 am    Post subject: Reply with quote

Truly amazing! This is so awsome that just by the reading this i became so manly i might have grown another set of testicles!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jun 24, 2010 8:42 am    Post subject: Reply with quote

Quote:
Tiberium Spikes


You mean buildings that generate income?

Quote:
Bullet.BallisticScatter


Does this allow each projectile to have their own scatter value? If so, it is my dreams come true.

Everything in the list looks really useful, can't wait for the release!
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jun 24, 2010 12:22 pm    Post subject: Reply with quote

Crimsonum wrote:
Quote:
Tiberium Spikes


You mean buildings that generate income?

Quote:
Bullet.BallisticScatter


Does this allow each projectile to have their own scatter value? If so, it is my dreams come true.

Everything in the list looks really useful, can't wait for the release!


Yes and Yes #Tongue

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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Thu Jun 24, 2010 1:43 pm    Post subject: Reply with quote

Is there any section were we can share glitches and ideas for the patch? Theres a cupple of features that i've noticed is missing.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Jun 24, 2010 1:44 pm    Post subject: Reply with quote

http://ppmsite.com/forum/viewtopic.php?t=27292
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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Thu Jun 24, 2010 2:29 pm    Post subject: Reply with quote

Aro wrote:
http://ppmsite.com/forum/viewtopic.php?t=27292

Thanks! Smile

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Wed Jul 14, 2010 3:23 am    Post subject: Reply with quote

Quick question, does the water transitions mean like amphibious APC logic or mean animations going into the water like RA3? 'Cause I'd kind of prefer the former.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jul 14, 2010 10:33 am    Post subject: Reply with quote

It would be just like the Amphibious APC, just customizable for all unit types.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Jul 14, 2010 12:08 pm    Post subject: Reply with quote

Has anyone considered a transport that can load/unload vehicles just aswell as infantry?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 14, 2010 12:23 pm    Post subject: Reply with quote

For suggestions like this you can use the Suggestions and Bugs topic. Vehicletransport was mentioned there too btw (as working dropship).
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Wed Jul 14, 2010 3:14 pm    Post subject: Reply with quote

Great, then I'm all happy.
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huhnu
Cyborg Engineer


Joined: 16 May 2009

PostPosted: Thu Jul 15, 2010 1:15 am    Post subject: Reply with quote

I may have to start modding TS once this is released, seems like an epic patch Hyper!

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Wed Feb 09, 2011 9:27 am    Post subject: Reply with quote

I think this topic would need an update,since at least the events of the topic "Project Update: 20th Nov 2010 " may have changed lots of things (what is possible,what is not possible,what will be in the first version,what won't be in the first version after all,or anything else).

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Feb 09, 2011 12:18 pm    Post subject: Reply with quote

At this time, the update from the 20th November still pretty much stands, other than the first releases (the ones that cover this list) will be binary patches, as the TS++ database is still under construction.

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Allen
Stealth Laser Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Feb 10, 2011 4:30 am    Post subject: Reply with quote

Good that nothing has been found un-do-abe.
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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Tue Jul 12, 2011 7:26 pm    Post subject: Reply with quote

Hyper I'm a little confused on your diction.
(Sorry for bump..not sure if illegal here)

Infantry.BezerkAllowed

Does that mean under, say, E1 I could have

[e1]
...
BezerkAllowed=true/yes/1
...

or is it

...
Infantry.BezerkAllowed=true/yes/1
...

or will it be a global setting under [General]

p.s. not only Infantry.BezerkAllowed but other with the C "." system
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 12, 2011 8:15 pm    Post subject: Reply with quote

There is already a BerzerkAllowed key which is unfortunately a global one.
Infantry.BerzerkAllowed will allow it to be used on a specific infantry. Thus you can have 2 cyborgs where only one of them goes crazy when heavily damaged.
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jul 12, 2011 8:28 pm    Post subject: Reply with quote

i think a 'BerzerkChance=%' would work better

having all of a certain type of inf/unit go berzerk 100% of the time wen in low health just gets annoying

Edit: This should probably be in the suggestions topic
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Jul 12, 2011 9:29 pm    Post subject: Reply with quote

I'm 12 and what is this?

lol jk. We've talked and I know you know that I know you can do it!
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jul 15, 2011 10:23 pm    Post subject: Reply with quote

New Feature
New theaters are in, and working. Just looking into a system of how to define custom theaters.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 15, 2011 10:28 pm    Post subject: Reply with quote

Wow, great to see some more progress.

Do they also have/support auto-LATs?
How do buildings work on them? Do they get an additional prefix or do they use an existing one?
How many new theaters are possible?
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jul 15, 2011 10:34 pm    Post subject: Reply with quote

The test i just completed of course showed problems, but these are fixed easily.

Structure artwork does not show as there is no artwork suffix for the theater, but i will be adding those.

And in terms of new theaters, well, as many as you like?

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sat Jul 16, 2011 1:51 pm    Post subject: Reply with quote

Oh nice Very Happy Would allow for more diversity in maps and mods.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Thu Jul 19, 2012 3:57 pm    Post subject: Reply with quote

@CCHyper, i have discovered that the Rules.ini is also for the campain

my idea is to load an "mod_rules.ini" (for mods/skirmish and Multiplayer) so that we can play Campain with the unchanged Rules.ini

and multiplayer-game with the "Mod_rules.ini"

when i remove some units, they are also unaviable in the campain... thats not fine =/

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jul 19, 2012 7:26 pm    Post subject: Reply with quote

Hyper is already considering to make it possible to add extra "expansions" such as firestorm; once he's done this, mods can be added like an expansion and thus won't affect anything in TS or FS at all.
In other words, when you'll start TS, you'll be able to choose between TS, FS and your mod (instead of just TS/FS).
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